From: "Daniel A. Koepke" <dkoepke@CIRCLEMUD.ORG> To: <CIRCLE@post.queensu.ca> > > [... snip ...] > > First things first, read the Mailing List FAQ guidelines for rules on > properly formatting your messages. Specifically, wrap lines at 79 > characters. It was for mine, I didnt have it expanded, my bad. > > --snip of act.offensive.c , in do_hit() > > What's num_attacking set to when it's not a gun? When its not a gun, its run thru a switch, and set to 1-14, or 1 (default). swtch is level atm, testing it. And it worked fine b4 guns in. > Don't you want to end the loop when the player dies? Thats done in fight.c , do_hit is onyl called once. I use the Pulse to add lag accordingly, and to check if dead. The guns did a little diferently. > What is the victim set to for non-guns? the arg for do_kill, its above the round combat > WHat is it set to for guns? same > > if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) { > > Why would you want the victim NOT equal to the person the character is > fighting? This is again in act.offensive.c, for Starting a fight, Fight.c takes care of during fight. > > while (num_attacking > 0) > > You're going to want to prevent shooting dead people... Fight.c again > ...someone already wrote something about your use of WAIT_STATE. There's > probably much more to be said, but such problems with loops in the fight > code have been addressed countless times before. Check the archives. See Above about lag, etc. Again, the Code worked flawless before the gun part, so I feel somethign is getting set incorectly. I ran the gun thru the loop itself, just to limit the size of code, and to demonstrate the if () worked. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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